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Documentation work.

This commit is contained in:
Camilla Berglund 2015-01-17 23:12:49 +01:00
parent ce196232a7
commit 479fa6408a
3 changed files with 41 additions and 20 deletions

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@ -6,7 +6,10 @@ GLFW is a free, Open Source, multi-platform library for OpenGL and OpenGL ES
application development. It provides a simple, platform-independent API for application development. It provides a simple, platform-independent API for
creating windows and contexts, reading input, handling events, etc. creating windows and contexts, reading input, handling events, etc.
Version 3.1 is *not yet described*. Version 3.1 adds support for custom system cursors, file drop events, main
thread wake-up, improved documentation, window frame size retrieval, floating
windows, character input with modifier keys, single buffered windows, build
improvements and fixes for a large number of bugs.
If you are new to GLFW, you may find the If you are new to GLFW, you may find the
[introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW [introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW

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@ -4,6 +4,10 @@
@section news_31 New features in version 3.1 @section news_31 New features in version 3.1
These are the release highlights. For a full list of changes see the
[version history](http://www.glfw.org/changelog.html).
@subsection news_31_cursor Custom mouse cursor images @subsection news_31_cursor Custom mouse cursor images
GLFW now supports creating and setting both custom and standard system cursors. GLFW now supports creating and setting both custom and standard system cursors.
@ -56,6 +60,13 @@ GLFW now queries the window focus, visibility and iconification attributes and
the cursor position directly instead of returning cached data. the cursor position directly instead of returning cached data.
@subsection news_31_libovr Better interoperability with Oculus Rift
GLFW now provides native access functions for the OS level handles corresponding
to monitor objects, as well as a [brief guide](@ref rift). It is also regularly
tested for compatibility with the latest version of LibOVR (0.4.4 on release).
@subsection news_31_charmods Character with modifiers callback @subsection news_31_charmods Character with modifiers callback
GLFW now provides a callback for character events with modifier key bits. The GLFW now provides a callback for character events with modifier key bits. The
@ -78,12 +89,6 @@ GLFW now supports the creation of single buffered windows, with the
[GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint. [GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint.
@subsection news_31_egl Stable EGL implementation
The support for EGL is now stable, successfully running on PandaBoards, Mesa,
ANGLE, Wayland, AMD EGL and others.
@subsection news_31_glext Macro for including extension header @subsection news_31_glext Macro for including extension header
GLFW now includes the extension header appropriate for the chosen OpenGL or GLFW now includes the extension header appropriate for the chosen OpenGL or
@ -92,8 +97,23 @@ does not provide these headers. They must be provided by your development
environment or your OpenGL or OpenGL ES SDK. environment or your OpenGL or OpenGL ES SDK.
@subsection news_31_wayland (Experimental) Wayland support
GLFW now has an _experimental_ Wayland display protocol backend that can be
selected on Linux with a CMake option.
@subsection news_31_mir (Experimental) Mir support
GLFW now has an _experimental_ Mir display server backend that can be selected
on Linux with a CMake option.
@section news_30 New features in version 3.0 @section news_30 New features in version 3.0
These are the release highlights. For a full list of changes see the
[version history](http://www.glfw.org/changelog.html).
@subsection news_30_cmake CMake build system @subsection news_30_cmake CMake build system
GLFW now uses the CMake build system instead of the various makefiles and GLFW now uses the CMake build system instead of the various makefiles and

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@ -4,25 +4,26 @@
@tableofcontents @tableofcontents
This guide requires you to use [native access](@ref native) and assumes This guide is intended to fill in the gaps between the
a certain level of proficiency with LibOVR, OS specific APIs and your chosen
development environment. It intends only to fill in the gaps between the
[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and [Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and
the GLFW API and is not a replacement for the documentation for those APIs. the rest of the GLFW documentation and is not a replacement for either. It
requires you to use [native access](@ref native) and assumes a certain level of
proficiency with LibOVR, OS specific APIs and your chosen development
environment.
While GLFW has no explicit support for LibOVR, the Oculus PC SDK library, it is While GLFW has no explicit support for LibOVR, it is tested with and tries to
tested with and tries to interoperate well with it. interoperate well with it.
@note Because of the speed of development of the Oculus SDK, this guide may @note Because of the speed of development of the Oculus SDK, this guide may
become outdated before the next release. If this is a local copy from a GLFW become outdated before the next release. If this is a local copy of the
release archive, check the GLFW website for an up-to-date version. documentation, check the GLFW website for an up-to-date version.
@section rift_include Including the LibOVR and GLFW header files @section rift_include Including the LibOVR and GLFW header files
Both the LibOVR OpenGL header and the GLFW native header need macros telling Both the OpenGL LibOVR header and the GLFW native header need macros telling
them what OS you are building for. Because LibOVR only supports three major them what OS you are building for. Because LibOVR only supports three major
desktop OSes, this can be solved with the canonical predefined macros. desktop OSes, this can be solved with canonical predefined macros.
@code @code
#if defined(_WIN32) #if defined(_WIN32)
@ -37,8 +38,6 @@ desktop OSes, this can be solved with the canonical predefined macros.
#define GLFW_EXPOSE_NATIVE_X11 #define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX #define GLFW_EXPOSE_NATIVE_GLX
#define OVR_OS_LINUX #define OVR_OS_LINUX
#else
#error "Platform unsupported"
#endif #endif
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
@ -164,7 +163,6 @@ also need to be filled for `ovrHmd_ConfigureRendering` to succeed.
config.OGL.Header.BackBufferSize.h = height; config.OGL.Header.BackBufferSize.h = height;
#if defined(_WIN32) #if defined(_WIN32)
config.OGL.Window = glfwGetWin32Window(window); config.OGL.Window = glfwGetWin32Window(window);
config.OGL.DC = GetDC(config.OGL.Window);
#elif defined(__APPLE__) #elif defined(__APPLE__)
#elif defined(__linux__) #elif defined(__linux__)
config.OGL.Disp = glfwGetX11Display(); config.OGL.Disp = glfwGetX11Display();